[relz] Wrye Bash

Post » Tue Apr 05, 2011 9:45 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated... most up to date readme in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the installer package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe and http://pypi.python.org/pypi/comtypes/0.6.1. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)

Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Bain
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.

Repair/Edit Stuff
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
* Auto-Ghost mods to reduce espm thrashing.
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Wrye Musings or the Bash Readme. Don't link to the actual Bash zip file, since that changes fairly frequently.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


=== 280 [25/03/2012] [haama,PacificMorrowind,Metallicow]* Ini changes  * Can set options (-o, -p, -l, -u) from ini  * Tool Button Changes    * Bugfix: Boolean options were ignored (show---tool, AutoItemCheck)    * Tes4Edit      * Bugfix for later Tes4Edits: Now correctly launches Tes4View and Tes4Trans      * Options to show/hide View/Edit/Trans    * Custom      * Allow Java apps (.jar) to be used      * Allow anything that can be double-clicked (i.e., Folders, Images, etc.)      * Allow Option Switches to be used    * 23 new specific tool launchers added (thanks to Metallicow for images and paths and suggestions :))    * number of custom launchers allowed to be defined in INI increased to 18! (also icons included which display custom  in nice script (contributed by Metallicow))* Taglist fix (reported by Surazal)* Taglist updated to Masterlist version 730* Installer fix (reported by half of everyone on gamesas)* Way nicer icons for most of the tool launchers (contributed by Metallicow)* Bugfix: Readme weirdo bold formatting reversal (reported by myk002 & WalkerInShadows)* Bash Patch Changes:  * New Patchers:    * C.Music (added to Import Cells)  * Changes:    * Race Patcher now also ignores identical to master records.* Enable Wizard Toggle Fix: Wouldn't work if you were using bash.ini* Bugfix: errors on clicking on an esp that you just installed via BAIN (reported by a few people since BAIN was developed - most recently by Aellis)* Unique icon for the Doc Browser (contributed by Metallicow)


and just to repeat some links and news:
Wrye4Fallout3.
TheLORDofDOOM of has taken on making a FO3 version... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

and a bit more news:
There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.
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luis dejesus
 
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Post » Wed Apr 06, 2011 8:22 am

@Haama
I followed your suggestion of starting Wrye Bash through the command prompt and get a bug dump. Using that bug dump, I managed to fix the problem so Wrye Bash now works fine. Thank you for your help.
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Sunnii Bebiieh
 
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Post » Tue Apr 05, 2011 7:08 pm

I hope I am not being annoying. I started this in the BOSS thread but it seemed more appropriate in this thread. Unfortunately, the last Wyre Bash thread was closed soon after I posted and I want to make sure that you are aware of this. So from the BOSS thread:

"I am having a problem with certain mods like Elaborate Eyes, Argonian Headstyles where BOSS will advise BASH:Eyes and deactivate and BASH:Graphics,Hair and deactivate but once I BASH I can not deactivate without BASHED PATCH deactivated and I end up with a "children deactivated" comment. Would someone please have a suggestion for how I can BASH and deactivate per BOSS suggestion?"

I am using v279 of Wrye Bash and have used both the installer version of python related software and the updated version of python related software. Wyre Bash is taking the tags from BOSS but I assume there is not a deactivate tag and I am supposed to do it manually. Also these mods are not mergable according to Wyre Bash. If I am not supposed to be able to uncheck the mod and this is the way it works then I apologise. But just in case, I want to to make sure you are aware of it.
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Marcus Jordan
 
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Post » Wed Apr 06, 2011 1:15 am

I hope I am not being annoying. I started this in the BOSS thread but it seemed more appropriate in this thread. Unfortunately, the last Wyre Bash thread was closed soon after I posted and I want to make sure that you are aware of this. So from the BOSS thread:

"I am having a problem with certain mods like Elaborate Eyes, Argonian Headstyles where BOSS will advise BASH:Eyes and deactivate and BASH:Graphics,Hair and deactivate but once I BASH I can not deactivate without BASHED PATCH deactivated and I end up with a "children deactivated" comment. Would someone please have a suggestion for how I can BASH and deactivate per BOSS suggestion?"

I am using v279 of Wrye Bash and have used both the installer version of python related software and the updated version of python related software. Wyre Bash is taking the tags from BOSS but I assume there is not a deactivate tag and I am supposed to do it manually. Also these mods are not mergable according to Wyre Bash. If I am not supposed to be able to uncheck the mod and this is the way it works then I apologise. But just in case, I want to to make sure you are aware of it.


I am in NO way profiecient in this app...But as a user I might be able to say this in a differant way that may help....

First thing......DE activate Bash Patch...

Second ...... Highlight your entire list, they all changed to a color, Right Click and select "Mark Meragable" any mod that IS mergable will then be colored Green!

Build Patch! By this I mean that when you Click to "Rebuild Patch" you then Carefully Go thru and check each and every Box that is necasarry.IE in the Graphic section you would Tick off all Mods that are being Imported. (Hence the reason they are then Deactivated Cause they exsist here! in the Patch).

When it is finished you get the POP-UP of what is included in the patch. after you read this close the window and then Bash will ask...."Do you want to Activate bash patch" (in the form of a pop-up), Select yes and then look as ALL your merged OR filtered mods are already Done for you!! you don't need to do a thing.
Except go play the Game....lol

Hope this helps ! Give it a try can't hurt ....

AND PLEASE if this is in ANY way wrong let me know cause this is how I have been doing it!!
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Kira! :)))
 
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Post » Tue Apr 05, 2011 6:59 pm

327 (nice engine by the way),

You and I do it the same way except for I do the mark mergable individually instead of whole list so it will tell me if it is mergable or not. But you do bring up an idea in my head. If you use TRN (something like NPC faces, not merge) you end up with a dot after you patch and activate the bashed patch. Also if you actually merge a mod in ( I can't think of one right now) it also places the dot in the box afterwards. I wonder if it is placing a dot in the box for elaborbate eye but cosmeticly it just happens to show up a check mark. Not a devestating error on the part of the Wyre Bash program but just cosmetic. And of course it makes one think the mod is active as well as patched in.
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Siobhan Thompson
 
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Post » Wed Apr 06, 2011 2:52 am

Haama-

I thought the latest and greatest build was 279 (what I'm using)?

Also the Wrye Bash for Fallout3 that works is not the LordOfDoom version it is one by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.
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kasia
 
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Post » Wed Apr 06, 2011 9:49 am

I hope I am not being annoying. I started this in the BOSS thread but it seemed more appropriate in this thread. Unfortunately, the last Wyre Bash thread was closed soon after I posted and I want to make sure that you are aware of this. So from the BOSS thread:

"I am having a problem with certain mods like Elaborate Eyes, Argonian Headstyles where BOSS will advise BASH:Eyes and deactivate and BASH:Graphics,Hair and deactivate but once I BASH I can not deactivate without BASHED PATCH deactivated and I end up with a "children deactivated" comment. Would someone please have a suggestion for how I can BASH and deactivate per BOSS suggestion?"

I am using v279 of Wrye Bash and have used both the installer version of python related software and the updated version of python related software. Wyre Bash is taking the tags from BOSS but I assume there is not a deactivate tag and I am supposed to do it manually. Also these mods are not mergable according to Wyre Bash. If I am not supposed to be able to uncheck the mod and this is the way it works then I apologise. But just in case, I want to to make sure you are aware of it.

I had this same issue with Elaborate Eyes. Go into OBMM and deactive them, as they become unnecessary once they are bashed. Next time you open Wrye Bash they should have a dot in them instead of a checkmark. No clue how to do this in Wrye currently, but it'll keep the setting of being deflagged. The other way to do it is turn them off, but include them in the bashed patch. Worked for me the first time, but it turned them back on later if memory serves, so I just used OBMM method.

Wanna post my thanks on the answer toward Themed Loading Screens thing, helped me understand a bit. Still having the issue with cheesing Ahtata's Orc Replacer needing to be after the patch since even right before the patch it was being overwritten. I checked all the Race Records and NPC Faces flagged options, none of them were flagged NoMerge, so no clue what is forcing the old faces in. (Not using TNR, at least not yet.)
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No Name
 
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Post » Wed Apr 06, 2011 9:03 am

Got a request for the Export Script stuff, besides a setting for the extension could there also be something that lets me set a default path to extract them to? And maybe settings for the other things that are asked (prefix, etc)? :unsure:

[edit]Oehhh, I just found the new Wizard thingy. Very interesting, now if only it would allow editing/expanding of XML files..... :angel:[/edit]

-kyoma
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Aaron Clark
 
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Post » Wed Apr 06, 2011 2:07 am

JdeRau: Glad to help.

Other Bash Patch, Elaborate Eyes stuff: if you still have errors, might be time to bump the issue.

Thanks, fixed. Nice to see some more people picking up on "BASH IN SSPPAAAAAACCCEEE"... I mean, Bash for Fallout3.
Got a request for the Export Script stuff, besides a setting for the extension could there also be something that lets me set a default path to extract them to? And maybe settings for the other things that are asked (prefix, etc)? :unsure:

For now, they make sense where they are - they're part of the Bash Patch system. If you're like me, though, you'd much rather see them go to a Project folder... I think the answer is a true "Development" tab for modders...

Metallicow: I've added the ability to use folders, image files, anything that can be double-clicked... if you just happen to create an icon for your own Custom Icon use, perhaps you could pass them on to PM as well :) Also, bumping the http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/page__view__findpost__p__15758951 for PM.

Waruddar: Thanks for the http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/page__view__findpost__p__15758739 (and bump).
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Bad News Rogers
 
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Post » Tue Apr 05, 2011 10:56 pm

What does it mean if a package's name is highlighted in gray? It seems random. Also, v279 has been spitting out a few errors at me. I am trying moving Oblivion to a different location, so I will see if the errors reoccur. (Oblivion was not installed in the default folder before, Win XP.)

Edit: Also, when I use CTRL+down, focus jumps to the top of the package list.

Okay, so the gray-highlighted packages contain "skipped" files. It takes effort for me to distinguish packages I have selected from random other packages. Could the highlighting colors vary more?
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Robert DeLarosa
 
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Post » Wed Apr 06, 2011 1:03 am

My bashed patch included BCCheydinhalFULL-CheydinhalFalls patch.esp under Import Cells. However, the landscape was all messed up outside Cheydinhal. After excluding the patch from the Import Cells and rebuilding the bashed patch, it was fine.

I don't know whether...

1. I am doing something wrong
2. There is an error in the patches BASH Tag (C.Water)
3. A Problem with WB v279 (have not tested with any other version).

Thanks for any comments or guidance.
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Laura Hicks
 
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Post » Wed Apr 06, 2011 1:44 am

Couldn't find it over at the musings place :lol: so I'm asking it here: the timescale setting in the globals section for the patch bashing; I'm guessing we no longer need to set it with the console? So I can reset it to the default before patching the bash?


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pinar
 
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Post » Wed Apr 06, 2011 2:29 am

Couldn't find it over at the musings place :lol: so I'm asking it here: the timescale setting in the globals section for the patch bashing; I'm guessing we no longer need to set it with the console?
I'm now somewhat on thin ice, but I'll answer anyway to get my understanding corrected if I'm wrong:

The Bash timescale setting option effectively stores the timescale in the Bashed Patch. But if you use this with a savegame where you already have set the timescale from the console, the Bash setting will have absolutely no effect. The reason is that your savegame in many ways is a esp file that loads after all others, even after the Bashed Patch, and if the timescale is stored there, it will win over the value set by the Bashed Patch. Resetting it do default in the console and then saving will not help you, as the (default) value now is still stored in your savegame.

So if you have set the timescale from the console once and then saved, you must keep using the console, or use a mod that changes the timescale from a script (which is applied after the savegame has been loaded). One possible such mod is my http://www.tesnexus.com/downloads/file.php?id=27352, which is also integrated in http://www.tesnexus.com/downloads/file.php?id=24649.
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LADONA
 
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Post » Tue Apr 05, 2011 8:34 pm

My bashed patch included BCCheydinhalFULL-CheydinhalFalls patch.esp under Import Cells. However, the landscape was all messed up outside Cheydinhal. After excluding the patch from the Import Cells and rebuilding the bashed patch, it was fine.

I don't know whether...

1. I am doing something wrong
2. There is an error in the patches BASH Tag (C.Water)
3. A Problem with WB v279 (have not tested with any other version).

Thanks for any comments or guidance.


I'm assuming you mean the water was messed up, since Bash does not import LAND records. I would suggest simply leaving the C.Water off of the patch and seeing if that does the job. If you're getting actual land tears then that's something you need to take up in either the BC or the UL thread because that will be an issue with the patch itself.
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Darlene DIllow
 
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Post » Wed Apr 06, 2011 2:13 am

I'm assuming you mean the water was messed up, since Bash does not import LAND records. I would suggest simply leaving the C.Water off of the patch and seeing if that does the job. If you're getting actual land tears then that's something you need to take up in either the BC or the UL thread because that will be an issue with the patch itself.

Thanks for responding.

There was no water where there should be water. Also, the bridge was in mid air and the footpath was not adjusted.

As I mentioned, if I excluded the patch from the merge, then everything looked as it should - I presume this is the same as removing the C.Water tag. So the patch works, as long as it is not bashed.

Do you think this is a tagging problem or something else that I should report to the author of the patch (Vorians - Arthmoor I think :))?
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Dan Scott
 
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Post » Tue Apr 05, 2011 7:59 pm

Where to Start....hmmmm

OK When to anneal... and What or WHY?

Long Mod list for some time. All mods are done thru BAIN I kinda understand when some mods turn to a yellow diamound on the installer tab. Some over/under write , as long as I see that the correct mod is winning, all is good. Then there is the occasional time I open the installer tab and a mod is all of a sudden red + diamond,that is more like a missing file or some such. This time it was a mod that I had updated a read-me in the wrong place. I had deleted the read-me in the /data/docs folder and forgot to copy the changed file back in...I had edited the file in the installer folder with the intent that when I was done I would copy it back. Forgot....TILL BASH reminded me, cause on the "Missing" tab was the file, and i was ...DUH..

Now on to the next one...The UOP (unoficial Oblivion Patch).. THE only time this was Green was when it was the ONLY file I had installed....lol Yes I know its should be this way and i get it thats why this and DArn UI have always been the first installs for me. But Recently it turned Orange. Now I Dident really understand why, what worried me was the first file listed on the "Mismatched" tab was the UOP itself! the ESP file has changed. Looking at the 2 files I see that the Dates are differant. IS that what the orange was about or could it have been the NEW tags that were inserted with the new BOSS?

I know sorry Guys long winded but I am not grasping when, why, or how to Anneal. First the anneal diden't fix that, but I copied the UOP.esp from the Data Directory and pasted over the one in the Installed directory. Now BASH is back to showing me Yellow , That i can Live with .

is the Folowing right?


Anneal= Files Between MODS
Missing /Mismached Tabs= Files in relation to the Data directory and Install Directory

Does Changing the Date and /or Tags Change an ESP in a way that would Mismatch said files?

Again, Great Program Love all the hard work you put into reading and helping Novice users out.
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Daniel Holgate
 
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Post » Tue Apr 05, 2011 8:06 pm

As I mentioned, if I excluded the patch from the merge, then everything looked as it should - I presume this is the same as removing the C.Water tag. So the patch works, as long as it is not bashed.


Wait, are you saying it allowed you to merge a patch that deals with landscape into your Bashed Patch?
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lucile
 
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Post » Tue Apr 05, 2011 7:47 pm

Camero-

I'll try to clarify a point or two. If you really did install everything via BAIN then it will not show red unless ...
1. You manually removed those files from the data folder.
2. You used another installer like OBMM to remove or replace a file.
3. You changed the options in the BAIN package of what is to be installed but did not anneal those changes.

What the red is indicating is that the file you had installed (whether esp/esm or replacer) has changed or is missing. this can happen even by cleaning a mod. This is one reason I clean all mods before BAINing them. yes Wrye Bash/BAIN will track files size and can tell a cleaned mod is different from a non-clean one.

If you updated your BAIN package then the anneal function will readjust by installing what was updated (I do this often).
If you updated the options to install from a BAIN package then you must click anneal (or install) to have those changes take effect.

What anneal will do is update what is installed without a full reinstall of all the content.

the colors are explained in the http://wryemusings.com/Wrye%20Bash.html#Overview which even I constantly refer back to.

So orange means that a lower BAIN package overwrote what was installed and BAIN tracked that. You can click anneal to make sure what is supposed to be there is, but the orange is informative and I have several I expect to see as orange.

So with UFCOM loading after my FCOM package - the FCOM Package is orange.

In the final anolysis if you are sure that everything is where it ought to be then it will not harm anything to click anneal all.
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BRIANNA
 
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Post » Tue Apr 05, 2011 8:36 pm

Wait, are you saying it allowed you to merge a patch that deals with landscape into your Bashed Patch?

It shows as a dot in the mod list and is *not* in the "Merged Patches" list. It is listed in the "Import Cells" list.
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Floor Punch
 
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Post » Wed Apr 06, 2011 8:27 am

What does it mean if a package's name is highlighted in gray? It seems random. Also, v279 has been spitting out a few errors at me. I am trying moving Oblivion to a different location, so I will see if the errors reoccur. (Oblivion was not installed in the default folder before, Win XP.)

Edit: Also, when I use CTRL+down, focus jumps to the top of the package list.

Okay, so the gray-highlighted packages contain "skipped" files. It takes effort for me to distinguish packages I have selected from random other packages. Could the highlighting colors vary more?

...was hoping for a little feedback on the package movement and coloring scheme. :sad:
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Stacy Hope
 
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Post » Tue Apr 05, 2011 11:35 pm

I don't think Ctrl-arrows works in the BAIN tab.

First, expand the "order" column and make sure they are listed in priority order and not by name.

Second, right click the package you want to move and choose the "move to" option. Then type the number you want it moved to.
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Racheal Robertson
 
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Post » Tue Apr 05, 2011 8:32 pm

What are the chances of getting a feature of specifying where WB should look for install packages? I have my games installed on one drive, and my mod archives on another, separate harddrive....... having to duplicate the ones I am using burns drive space.
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vanuza
 
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Post » Wed Apr 06, 2011 12:54 am

...was hoping for a little feedback on the package movement and coloring scheme. :sad:

Pacific seems to be net-less at the moment and I've only just started working on Bash (and have really only looked at the Tool Launchers).

Ctrl-movement: That seems to be an error; doesn't work on a single package or a group of packages.

Color schemes: While I generally agree with you, I'm not sure what you're expecting. To summon Wrye for a bit - you're not giving an alternative, and you're attacking the single most sensible part of the color scheme - gray = not functioning, just like every other program.

What are the chances of getting a feature of specifying where WB should look for install packages? I have my games installed on one drive, and my mod archives on another, separate harddrive....... having to duplicate the ones I am using burns drive space.

You can set it in the .ini file; it will also accept absolute paths.
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Nina Mccormick
 
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Post » Wed Apr 06, 2011 5:51 am

You can specify the Oblivion Mods folder in the INI file. If the hard drive is always attached, that should work just fine.

For a removable drive, I think you might have issues because I believe WB also stores some mod data in that folder, so if it tried that when you didn't have the removable drive installed it might cause problems.
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Jesus Duran
 
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Post » Tue Apr 05, 2011 8:20 pm

I've been looking over the latest changes to the BOSS master list, noting all the new tags, and I have a question regarding the overhauls specifically: Do those tags apply only to the newest version of the overhaul mods (FCOM, OOO, MMM, etc.), or should I stick with the ones I have? I'm using FCOM 0.9.8, because I don't want to use OOO Full - I much prefer Lite, and since 1.34 isn't a full release yet...
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Jade Payton
 
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